The next version of Sim 2 Tweaking, with improved commenting, contoured terrain, and a TANK!

I've simulated a tracked vehicle by using twenty wheels, ten on each side, in two overlapping layers. The classes are supplied for modification of the vehicle.

The problem of flipping them upside down and not getting driving force still exists, that's Monday's job. Also, still have no color / lighting working, but can see them in black against the terrain map background.

I've noticed a little wierdness as well, but nothing as extreme as that... For me, it's mostly display issues- no colors or textures appear on *any* robots, not even the supplied 3DX entity. Some rendered elements that shouldn't be there, but generally
similar in size to the elements intended - no more than an order of magnitude different.

It does show how different graphics cards respond differently to the same code in a fairly spectacular way, though =)

Your suggestion about creating new projects is well taken, that'll be the way forward in future.

I've noticed a little wierdness as well, but nothing as extreme as that... For me, it's mostly display issues- no colors or textures appear on *any* robots, not even the supplied 3DX entity. Some rendered elements that shouldn't be there, but generally
similar in size to the elements intended - no more than an order of magnitude different.

It does show how different graphics cards respond differently to the same code in a fairly spectacular way, though =)

Your suggestion about creating new projects is well taken, that'll be the way forward in future.

Ross.

Heh you would think that that by now the 5 year old pixel shader standrd we used would be implemented the same across the board

Hi Ross, good work. Please check out Simulation tutorial 5 on how to assign simple color per mesh (or wheel in your case). Use the DiffuseColor field in the ShapeProperties, or specify a texture per mesh, like sim tutorial 5 mentions.

Right now the default color for your mesh will be black since you have alot of programmatically created meshes, with no difusse color or file based mesh.